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9e4849ac
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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9e4849ac
编写于
1月 05, 2018
作者:
L
Lewy Blue
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
simplify skeleton building
上级
a5776a6d
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
5 addition
and
79 deletion
+5
-79
examples/js/loaders/FBXLoader.js
examples/js/loaders/FBXLoader.js
+5
-79
未找到文件。
examples/js/loaders/FBXLoader.js
浏览文件 @
9e4849ac
...
...
@@ -2008,67 +2008,16 @@
function
bindSkeleton
(
FBXTree
,
skeletons
,
geometryMap
,
modelMap
,
connections
,
sceneGraph
)
{
// Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
sceneGraph
.
updateMatrixWorld
(
true
);
var
worldMatrices
=
new
Map
();
// Put skeleton into bind pose.
if
(
'
Pose
'
in
FBXTree
.
Objects
)
{
var
BindPoseNode
=
FBXTree
.
Objects
.
Pose
;
for
(
var
nodeID
in
BindPoseNode
)
{
if
(
BindPoseNode
[
nodeID
].
attrType
===
'
BindPose
'
)
{
var
poseNodes
=
BindPoseNode
[
nodeID
].
PoseNode
;
if
(
Array
.
isArray
(
poseNodes
)
)
{
poseNodes
.
forEach
(
function
(
node
)
{
var
rawMatWrd
=
new
THREE
.
Matrix4
().
fromArray
(
node
.
Matrix
.
a
);
worldMatrices
.
set
(
parseInt
(
node
.
Node
),
rawMatWrd
);
}
);
}
else
{
var
rawMatWrd
=
new
THREE
.
Matrix4
().
fromArray
(
poseNodes
.
Matrix
.
a
);
worldMatrices
.
set
(
parseInt
(
poseNodes
.
Node
),
rawMatWrd
);
}
}
}
}
for
(
var
ID
in
skeletons
)
{
var
skeleton
=
skeletons
[
ID
];
skeleton
.
bones
.
forEach
(
function
(
bone
,
i
)
{
// if the bone's initial transform is set in a poseNode, copy that
if
(
worldMatrices
.
has
(
bone
.
ID
)
)
{
var
mat
=
worldMatrices
.
get
(
bone
.
ID
);
bone
.
matrixWorld
.
copy
(
mat
);
}
// otherwise use the transform from the rawBone
else
{
bone
.
matrixWorld
.
copy
(
skeleton
.
rawBones
[
i
].
transformLink
);
}
bone
.
matrixWorld
.
copy
(
skeleton
.
rawBones
[
i
].
transformLink
);
}
);
// Now that skeleton is in bind pose, bind to model.
var
parents
=
connections
.
get
(
parseInt
(
skeleton
.
ID
)
).
parents
;
parents
.
forEach
(
function
(
parent
)
{
...
...
@@ -2096,9 +2045,6 @@
}
//Skeleton is now bound, return objects to starting world positions.
sceneGraph
.
updateMatrixWorld
(
true
);
}
function
parseAnimations
(
FBXTree
,
connections
)
{
...
...
@@ -2633,12 +2579,7 @@
// if the subnode already exists, append it
if
(
nodeName
in
currentNode
)
{
// special case Pose needs PoseNodes as an array
if
(
nodeName
===
'
PoseNode
'
)
{
currentNode
.
PoseNode
.
push
(
node
);
}
else
if
(
currentNode
[
nodeName
].
id
!==
undefined
)
{
if
(
currentNode
[
nodeName
].
id
!==
undefined
)
{
currentNode
[
nodeName
]
=
{};
currentNode
[
nodeName
][
currentNode
[
nodeName
].
id
]
=
currentNode
[
nodeName
];
...
...
@@ -2654,8 +2595,7 @@
}
else
if
(
nodeName
!==
'
Properties70
'
)
{
if
(
nodeName
===
'
PoseNode
'
)
currentNode
[
nodeName
]
=
[
node
];
else
currentNode
[
nodeName
]
=
node
;
currentNode
[
nodeName
]
=
node
;
}
...
...
@@ -3049,23 +2989,9 @@
}
}
else
{
}
else
if
(
node
[
subNode
.
name
][
subNode
.
id
]
===
undefined
)
{
if
(
subNode
.
name
===
'
PoseNode
'
)
{
if
(
!
Array
.
isArray
(
node
[
subNode
.
name
]
)
)
{
node
[
subNode
.
name
]
=
[
node
[
subNode
.
name
]
];
}
node
[
subNode
.
name
].
push
(
subNode
);
}
else
if
(
node
[
subNode
.
name
][
subNode
.
id
]
===
undefined
)
{
node
[
subNode
.
name
][
subNode
.
id
]
=
subNode
;
}
node
[
subNode
.
name
][
subNode
.
id
]
=
subNode
;
}
...
...
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